A working approach to indie game development, from first signal to repeatable practice
A working workflow defines the smallest game that proves the core loop, gathers playtest notes in a consistent format, and prepares launch assets before the build feels done. That sequencing is not glamorous, but it is what keeps shipping from becoming a surprise.
A sequence I would actually hand to a teammate:
1. Define the smallest version of the game that still proves the core loop.
2. Collect playtest notes in a format that reveals repeated friction instead of isolated reactions.
3. Prepare launch assets, store copy, and community updates before the final sprint compresses everything.
Useful operating references:
- Steamworks store documentation: partner.steamgames.com/doc/store
Essential reading for anyone who wants launch prep to be more than vibes.
- Godot engine source: github.com/godotengine/godot
The open source engine itself, useful even if you only read around the edges.
If your team has a better workflow, post it with the context around team size, constraints, and exactly where the process tends to break.